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DDEX3-07 Herald of The Moon PDF
DDEX3-07 Herald of The Moon PDF
Elanil Elassidil, an elf bard of no small legacy, has put out a call for trustworthy agents. It is time, it seems, for a quietly
hidden piece of elven history to become known to the world. Meira Faerenduil, lost knight of Myth Drannor, has been dis-
covered, and must be brought back to civilization. A four-hour adventure for 5th-10th level characters.
Adventure Code: DDEX3-7
Credits
Adventure Design: Matt Hudson
Development and Editing: Claire Hoffman, Chris Tulach, Travis Woodall
Organized Play: Chris Tulach
D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Matt Sernett, Chris Tulach
D&D Adventurers League Administrators: Robert Adducci, Bill Benham, Travis Woodall, Claire Hoffman, Greg Marks, Alan Patrick
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon
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adventure, part of the official D&D Adventurers
Introduction LeagueTM organized play system and the Rage of
DemonsTM storyline season.
Welcome to Herald of the Moon, a D&D ExpeditionsTM
This adventure consists of five mini-adventures, and is
Not for resale. Permission granted to print or photocopy this document for personal use only.
designed for three to seven 5th-10th level characters,
and is optimized for five 8th level characters. Players • Make sure to have a copy of the most current
with 4th level characters may spend twenty downtime version of the D&D basic rules or the Player’s
days to level up to 5th level. Characters outside this level HandbookTM.
range cannot participate in this adventure. • Read through the adventure, taking notes of
The adventure is set in the Moonsea region of the anything you’d like to highlight or remind yourself
Forgotten Realms, in and around the forest of while running the adventure, such as a way you’d
Cormanthor. like to portray an NPC or a tactic you’d like to use in
a combat.
• Get familiar with the monster statistics in the
The D&D Adventurers Appendix.
• Gather together any resources you’d like to use to
League aid you in Dungeon Mastering, such as notecards, a
This adventure is official for D&D Adventurers League DM screen, miniatures, battlemaps, etc.
play. The D&D Adventurers League is the official • If you know the composition of the group
organized play system for DUNGEONS & DRAGONS®. beforehand, you can make adjustments as noted
Players can create characters and participate in any throughout the adventure.
adventure allowed as a part of the D&D Adventurers
League. As they adventure, players track their Before Play at the Table
characters’ experience, treasure, and other rewards, and Ask the players to provide you with relevant character
can take those characters through other adventures that information. This includes:
will continue their story.
D&D Adventurers League play is broken up into • Character name and level
storyline seasons. When players create characters, they • Character race and class
attach those characters to a storyline season, which • Passive Wisdom (Perception)—the most common
determines what rules they’re allowed to use to create passive ability check
and advance their characters. Players can continue to • Anything notable as specified by the adventure
play their characters after the storyline season has (such as backgrounds, traits, flaws, and so on)
finished, possibly participating in a second or third
storyline with those same characters. A character’s level Players that have characters outside the adventure’s
is the only limitation for adventure play. A player cannot level range cannot participate in the adventure with
use a character of a level higher or lower than the level those characters. Players can play an adventure they
range of a D&D Adventurers League adventure. previously played or ran as a Dungeon Master, but not
If you’re running this adventure as a part of a store with the same character (if applicable).
event or at certain conventions, you’ll need a DCI Ensure that each player has an official adventure
number. This number is your official Wizards of the logsheet for his or her character (if not, get one from the
Coast organized play identifier. If you don’t have a organizer). The player will fill out the adventure name,
number, you can obtain one at a store event. Check with session number, date, and your name and DCI number.
your organizer for details. In addition, the player also fills in the starting values for
For more information on playing, running games as a XP, gold, downtime, renown, and number of permanent
Dungeon Master, and organizing games for the D&D magic items. He or she will fill in the other values and
Adventurers League, please visit the D&D Adventurers write notes at the conclusion of the session. Each player
League home. is responsible for maintaining an accurate logsheet.
Adventure Hooks
The adventure begins in Elventree, a modest community
east of Hillsfar on the southern shore of the Moonsea.
The party may have its own reasons for visiting, or one
of the following adventure hooks can help speed them
on their way.
A Friend in Need. Adventurers who met Elanil
Elassidil in an earlier adventure, such as DDEX3-3 The
Occupation of Szith Morcane, receive an urgent letter
asking them to meet her in Elventree to assist her with a
personal matter that relates to her family.
Shade Fanatic Background. Adventurers with a
particular curiosity regarding remnants of the Netherese
Empire have heard rumors of Elanil Elassidil of
Elventree taking a sudden interest in shade relics. When
that name appears again on an open call for
adventurers, the temptation to learn more is too much to
resist.
Whatever Help I Can Get. If none of the above
adventure hooks apply, the party is approached outside
of the gates of Hillsfar by a young elven messenger
named Nari, soliciting help in exchange for offered gold.
Interested parties should make haste to Elventree, and
seek out the Moonsilver Herald, Elanil Elassidil.
The stragglers you pass along the road outside of Hillsfar draw
hoods and avert their eyes from a distance; these are
unfriendly times, and a stray glance is as likely to earn you a
drawn blade as a greeting.
The dusty miles roll by uneventfully until, in the distance, you
make out the sea of shadowy trees that swallow the horizon.
You have arrived at the forest Cormanthor.
A pair of hill giants have recently slain the elf and his Roleplaying Brightleaf
Brightleaf is wary of outsiders, but not immediately hostile. He
mount using a thrown rock. A successful DC 15 engages in conversation with the adventurers if they are
Intelligence (Religion) recognizes white stags as holy to suitably respectful, though he drones on condescendingly
Labelas Enoreth. Both the giants and the giant boar about the greatness of Cormanthor and how well it reflects
that accompanies them arrive shortly after the upon his own glory. He speaks metaphorically and painfully
slowly in a rich bass and almost never reaches a point.
characters do. Neither side is surprised.
(Remaining polite should be a strain for even the most
diplomatic party.)
Adjusting the Encounter Signs of the treant's madness can be detected with a DC 10
Wisdom (Insight) check, though Brightleaf steadfastly denies
Here are recommendations for adjusting it to suit the group at
the possibility that any outside force could influence a being as
your table. These are not cumulative:
wise and powerful as he.
• Very weak party: Remove the giant boar
Quote: "You… rootless… ignorants…wouldn't… comprehend…
• Weak party: Remove 1 hill giant; add 2 giant boars
my… methods… but… the… true… freedom… of… my… forest…
• Strong party: Add 2 giant boars
demands… deep… roots… and… strong… branches… to…
• Very strong party: Add 1 hill giant
withstand… the… storm… of… liars… and… heretics."
Treasure
If the characters defeat the drow or convince them to
return to the refugee camps, they are able to secure a
bag containing stolen valuables within the drow camp:
an amber-colored potion of climbing, and pilfered
jewelry worth 240 gp along with coins worth 160 gp.
If Ilztoj is defeated, the characters also find his
spellbook, a tome bound in fleshy gray leather that
secretes an oily sheen that smells of sweat. It contains
the following spells that may be scribed into a
character's spellbook using the rules in the Player's
Handbook.
XP Reward
If the party successfully completed the Harper secret
mission, award each character an additional 200 XP.
Abbey hundreds of feet to your messy death on the forest floor below;
from this height, none but the heartiest (or luckiest)
adventurers are likely to survive a fall. Fortunately for our
TIME AS A STRAIGHT LINE TO OBLIVION TO THOSE WHO heroes, fear of the dive is far more important than the body
count at the base of the shadow tops.
VIEW IT WITHOUT WISDOM. To the faithful of Labelas Make sure the group is constantly aware of their precarious
Enoreth--those who have sought out and learned from position high in the trees; stress the sway of branches, the
crumbling of loose bark beneath their feet, the slickness of the
the knowledge of those that have passed before--time is aged wood. Generously reward caution and smart teamwork; a
instead a myriad of lines; a thousand and thousand good system of ropes to tether the party together goes a long
paths each leading to a thousand and thousand new way towards averting disaster, and a selfless dive to catch the
hand of a falling friend is the stuff inspiration is made of.
stories. That said…groups that ignore the obvious dangers (and
— Author unknown explicit warnings) may find themselves dropping like flies.
Eventide Abbey spans the branches of three massive 1. The Winding Stair
shadow top trees, hundreds of feet above the Starwood
The stairway winding round the shadow top is the only
forest floor.
viable alternative to a dangerous and time-consuming
Having reached the final approach to Eventide Abbey, you take
climb. Adventurers who insist on going up "the hard
way" can scale the trunk at half speed with a successful
a last moment to examine the shade coin that brought you to
DC 15 Strength (Athletics) check; ten successful checks
this place. Has its dark color faded? Does the diminishing
are required to reach the upper branches. Failing a
shadow magic Elanil claims it holds still remain? Will it be
check by more than five results in a fall to the forest
enough to draw the spirits into battle? You can't be certain.
floor below unless the climber is sufficiently tethered.
Craning your heads back to examine the barely visible
structure tucked into the branches at a dizzying height The craftsmanship of the elven treesingers is a marvel to
overhead, not is the time to climb. behold, even after over a century of neglect. The delicate
staircase before you is shaped from finely-woven branches and
General Features broad enough for two to walk abreast. The spiral winds around
The general features of Eventide Abbey are as follows: the perimeter of the massive trunk, climbing from the forest
Height. The Abbey sits 200 feet in the air, built into floor to branches that must be two hundred feet overhead.
the shadow top trees. The branches are sturdy, but
small gaps occur naturally and offer a dizzying gaze It is a long and wearying climb to the top. Each
straight down to the forest floor below. Gentle swaying adventurer must make a successful DC 10 Constitution
movements within the treetops make for a terrifying and check or suffer one level of Exhaustion.
nauseating experience for those unfamiliar with such
The branches beneath your feet sway gently as you emerge
heights.
onto a wide landing carved into the side of the tree. A set of
Foliage. Moving around on the branches of the trees
gorgeously embossed oak doors standing before you depict a
is much like moving through a corridor; dense growth
dazzling sunset over a vast forest.
blocks sight and passage away from the paths on the
limbs themselves. To your right, the limb you're standing on tapers to a narrow
Light. Having ascended to the highest branches of the bridge that stretches towards a second distant tree.
shadow top trees, the Abbey receives direct sunlight
appropriate to the time of day. There are two principal paths through the Abbey:
Sounds. The wood creaks and groans as adventurers navigating from branch to branch via perilous exterior
move about, and occasional snaps and pops of smaller walkways, or forging into the chambers sculpted into the
breaking branches crack through the otherwise still air. trunks of the great trees, with not knowing what may
Fauna. Little lives at this height, though occasional remain inside.
birds's nests and spiders's webs show some signs of
animal occupation.
Here is a room for one-on-one conversations when lay Crossing the bough bridge requires a successful DC 10
petitioners journeyed here to consult with the clergy on Dexterity (Acrobatics) check. The use of a rope, climbing
a point of law. gear, or other appropriate preparations grants
advantage or other appropriate bonuses to the roll. On a
A series of paired plain benches face each other across simple
failure, a character may attempt to catch themselves as
tables lining the walls, with two sturdy looking doors leading
they fall by succeeding on a successful DC 10 Strength
out.
saving throw, though they suffer 5 (1d10) bludgeoning
damage in-so-doing. On a failure, the adventurer
plummets to the ground below and takes 70 (20d6)
bludgeoning damage on impact.
Treasure
Among the goopy remains, the party finds a slightly-
gooey, slime-covered silver bracelet that the oozes were
unable to digest. It seems likely to fetch 200 gp if sold at
market.
The branches reaching towards each other from the distant She is curious about the outside world, and only
trees clearly once formed a bridge. Now, broken at the center indulges the party if they answer one of her questions
of their span to reveal a 12-foot gap between one limb and the for every one they pose of her. If treated with politely,
next, the branches sway gently in the stirring breeze. she can convey the following:
Roleplaying Kesymys
Kesymys is curious about the group and their intentions within
The tree bridge here sweeps gracefully from shadow top to the spectral form of an elven warrior shimmers into being ten feet
next, the elven craftsmanship that went into merging the limbs above the temple floor; she is partially translucent, and her
of the two trees on fine display. eyes blaze with fury. "I swore to defend this Abbey, and that
oath has now come due."
16. Warded Arch The spirit extends her left hand and seems to catch hold of a
beam of light filtering down through the leaves overhead; as
These doors were primarily used by outsiders: lay she pulls her hand back, it grasps a faintly glowing longbow.
people and guests passed through this arch when invited She cries out in a loud, clear voice, "Defenders! Awaken! The
to take part in a ceremony at the inner temple. halls are breached! The time has come at last for us to drive
the shadows from this place!"
The heavy double doors fill the archway before you. Glowing
runes etched into the center of the door crackle with magical
The ghostly knight is Meira Faerenduil, and the arrival
energy that even the uninitiated recognize as a warning and a
of the adventurers has finally given her the opportunity
seal.
to fulfill the oath that bound her to the Abbey in undeath.
Precisely etched letters in common declare this to be the
The presence of the shade coin incites her to attack the
entrance to the Fane of the Lastsun.
party without hesitation, joined by two banshees that
rise from the floor on their first turn in the initiative
order.
The pale light that burns within the spirit of Meira Faerenduil
flares painfully bright. Her sharp features seem to soften in a
moment of relaxation as her image frays around the edges. An
audible sigh of wind gusts through the temple, catching Meira
and dissolving her into mist.
As the spirit disappears, the bow she held clatters to the
floor, the only sound within the silence.
Renown
All faction members earn one renown point for
participating in this adventure.
Downtime
Each character receives 10 downtime days at the
conclusion of this adventure.
DM Rewards
You receive 400 XP, 200 gp, and 10 downtime days for
running this session.
Skills Perception +6
Senses darkvision 60 ft., tremorsense 60 ft., Hill Giant
passive Perception 16 Huge giant, chaotic evil
Languages —
Challenge 5 (1,800 XP) Armor Class 13 (natural armor)
Hit Points 105 (10d12 + 40)
Standing Leap. The bulette’s long jump is up to 30 feet and its Speed 40 ft.
high jump is up to 15 feet, with or without a running start.
STR DEX CON INT WIS CHA
21 (+5) 8 (−1) 19 (+4) 5 (−3) 9 (−1) 6 (−2)
Actions
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: Skills Perception +2
30 (4d12 + 4) piercing damage. Senses passive Perception 12
Languages Giant
Deadly Leap. If the bulette jumps at least 15 feet as part of its Challenge 5 (1,800 XP)
movement, it can then use this action to land on its feet in a
space that contains one or more other creatures. Each of those
creatures must succeed on a DC 16 Strength or Dexterity saving Actions
throw (target’s choice) or be knocked prone and take 14 (3d6 +
Multiattack. The giant makes two greatclub attacks.
4) bludgeoning damage plus 14 (3d6 + 4) slashing damage. On
a successful save, the creature takes only half the damage, isn’t Greatclub. Melee Weapon Attack: +8 to hit, reach 10 ft., one
knocked prone, and is pushed 5 feet out of the bulette’s space target. Hit: 18 (3d8 + 5) bludgeoning damage.
into an unoccupied space of the creature’s choice. If no
Rock. Ranged Weapon Attack: +8 to hit, range 60/240 ft., one
unoccupied space is within range, the creature instead falls
target. Hit: 21 (3d10 + 5) bludgeoning damage.
prone in the bulette’s space.
Giant Boar
Large beast, unaligned
Awakened Tree Slam action option. An animated tree acts as an ally of the
treant. The tree remains animate for 1 day or until it dies; until
Huge plant, unaligned the treant dies or is more than 120 feet from the tree; or until
the treant takes a bonus action to turn it back into an inanimate
Armor Class 13 (natural armor) tree. The tree then takes root if possible.
Hit Points 59 (7d12 + 14)
Speed 20 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 10 (+0) 11 (+0) 11 (+0) 12 (+1) 13 (+1) 18 (+4) 14 (+2) 11 (+0) 13 (+1) 12 (+1)
Skills Perception +2, Stealth +4 Saving Throws Dex +7, Con +5, Wis +4
Senses darkvision 120 ft., passive Perception 12 Skills Perception +4, Stealth +10
Languages Elvish, Undercommon Senses darkvision 120 ft., passive Perception 14
Challenge 1/4 (50 XP) Languages Elvish, Undercommon
Challenge 5 (1,800 XP)
Fey Ancestry. The drow has advantage on saving throws against
being charmed, and magic can’t put the drow to sleep. Fey Ancestry. The drow has advantage on saving throws against
being charmed, and magic can’t put the drow to sleep.
Innate Spellcasting. The drow’s spellcasting ability is Charisma
(spell save DC 11). It can innately cast the following spells, Innate Spellcasting. The drow’s spellcasting ability is Charisma
requiring no material components: (spell save DC 12). It can innately cast the following spells,
requiring no material components:
At will: dancing lights
1/day each: darkness, faerie fire At will: dancing lights
1/day each: darkness, faerie fire, levitate (self only)
Sunlight Sensitivity. While in sunlight, the drow has
disadvantage on attack rolls, as well as on Wisdom Sunlight Sensitivity. While in sunlight, the drow has
(Perception) checks that rely on sight. disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.
Actions
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Actions
target. Hit: 5 (1d6 + 2) piercing damage. Multiattack. The drow makes two shortsword attacks.
Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 Shortsword. Melee Weapon Attack: +7 to hit, reach 10 ft., one
ft., one target. Hit: 5 (1d6 + 2) piercing damage, and the target target. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) poison
must succeed on a DC 13 Constitution saving throw or be damage.
poisoned for 1 hour. If the saving throw fails by 5 or more, the
Hand Crossbow. Ranged Weapon Attack: +7 to hit, range 30/120
target is also unconscious while poisoned in this way. The
ft., one target. Hit: 7 (1d6 + 4) piercing damage, and the target
target wakes up if it takes damage or if another creature takes
must succeed on a DC 13 Constitution saving throw or be
an action to shake it awake.
poisoned for 1 hour. If the saving throw fails by 5 or more, the
target is also unconscious while poisoned in this way. The
target wakes up if it takes damage or if another creature takes
an action to shake it awake.
Reactions
Parry. The drow adds 3 to its AC against one melee attack that
would hit it. To do so, the drow must see the attacker and be
wielding a melee weapon.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
1 (−5) 17 (+3) 12 (+1) 14 (+2) 13 (+1) 14 (+2) 9 (−1) 14 (+2) 10 (+0) 17 (+3) 13 (+1) 12 (+1)
Saving Throws Dex +5, Cha +4 Skills Arcana +6, Deception +5, Perception +4, Stealth +5
Skills Stealth +7 Senses darkvision 120 ft., passive Perception 14
Damage Vulnerabilities radiant Languages Elvish, Undercommon
Damage Resistances acid, fire, necrotic, thunder; bludgeoning, Challenge 7 (2,900 XP)
piercing, and slashing from nonmagical weapons
Damage Immunities cold, lightning, poison Fey Ancestry. The drow has advantage on saving throws against
Condition Immunities exhaustion, grappled, paralyzed, being charmed, and magic can’t put the drow to sleep.
petrified, poisoned, prone, restrained
Senses darkvision 120 ft., passive Perception 11 Innate Spellcasting. The drow’s innate spellcasting ability is
Languages Abyssal, telepathy 120 ft. Charisma (spell save DC 12). It can innately cast the following
Challenge 4 (1,100 XP) spells, requiring no material components:
At will: dancing lights
Incorporeal Movement. The demon can move through other 1/day each: darkness, faerie fire, levitate (self only)
creatures and objects as if they were difficult terrain. It takes 5
(1d10) force damage if it ends its turn inside an object. Spellcasting. The drow is a 10th-level spellcaster. Its
spellcasting ability is Intelligence (spell save DC 14, +6 to hit
Light Sensitivity. While in bright light, the demon has with spell attacks). The drow has the following wizard spells
disadvantage on attack rolls, as well as on Wisdom prepared:
(Perception) checks that rely on sight.
Cantrips (at will): mage hand, minor illusion, poison spray, ray of
Shadow Stealth. While in dim light or darkness, the demon can frost
take the Hide action as a bonus action. 1st level (4 slots): mage armor, magic missile, shield, witch bolt
2nd level (3 slots): alter self, misty step, web
Actions 3rd level (3 slots): fly, lightning bolt
4th level (3 slots): Evard’s black tentacles, greater invisibility
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 5th level (2 slots): cloudkill
Hit: 10 (2d6 + 3) psychic damage or, if the demon had
advantage on the attack roll, 17 (4d6 + 3) psychic damage. Sunlight Sensitivity. While in sunlight, the drow has
disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.
Actions
Staff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 2 (1d6 − 1) bludgeoning damage, or 3 (1d8 − 1)
bludgeoning damage if used with two hands, plus 3 (1d6)
poison damage.
Summon Demon (1/Day). The drow magically summons a
quasit, or attempts to summon a shadow demon with a 50
percent chance of success. The summoned demon appears in
an unoccupied space within 60 feet of its summoner, acts as an
ally of its summoner, and can’t summon other demons. It
remains for 10 minutes, until it or its summoner dies, or until
its summoner dismisses it as an action.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
1 (−5) 28 (+9) 10 (+0) 13 (+1) 14 (+2) 11 (+0) 15 (+2) 6 (−2) 14 (+2) 2 (−4) 6 (−2) 1 (−5)
Armor Class 11
Hit Points 45 (10d8)
Speed 0 ft., fly 40 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
1 (−5) 14 (+2) 10 (+0) 12 (+1) 11 (+0) 17 (+3) 6 (−2) 16 (+3) 16 (+3) 12 (+1) 14 (+2) 15 (+2)
Saving Throws Wis +2, Cha +4 Damage Resistances acid, cold, fire, lightning, thunder;
Damage Resistances acid, fire, lightning, thunder; bludgeoning, bludgeoning, piercing, and slashing from nonmagical
piercing, and slashing from nonmagical weapons weapons that aren’t silvered
Damage Immunities cold, necrotic, poison Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, frightened, Condition Immunities charmed, exhaustion, grappled,
grappled, paralyzed, petrified, poisoned, prone, restrained paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 10 Senses darkvision 60 ft., passive Perception 12
Languages Common, Elvish Languages the languages it knew in life
Challenge 4 (1,100 XP) Challenge 5 (1,800 XP)
Armor Class 16
Hit Points 91 (14d8 + 28)
Speed 0 ft., fly 40 ft.
Actions
Multiattack. Meira makes two shortsword attacks.
Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) piercing damage.
Oathbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft.,
one target. Hit: 6 (1d6 + 3) piercing damage.
You can use the following chart to help keep track of the amount of shadow magic left inside of the shade coin.
Do not share this with the players.
…travel from Elventree at a moderate pace, rather than make haste to the forest's edge?
…wait for the drow to tire from their revel before engaging them?
If the answer to at least three of the above questions is "yes", then the shade coin's magic will have faded by the adventure's
conclusion, with consequences for the overall outcome of the mission.
If a player does not have a mobile device, please tell them to head to dndadventurersleague.org/results to enter their
results.